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- Shader "Hidden/TerrainEngine/Details/WavingDoublePass" {
- Properties {
- _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
- _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
- _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
- }
- SubShader {
- Tags {
- "Queue" = "Transparent+200"
- "IgnoreProjector"="True"
- "RenderType"="Grass"
- }
- Cull Off
- LOD 200
- ColorMask RGB
- CGPROGRAM
- #pragma surface surf Lambert vertex:WavingGrassVert alpha
- #pragma exclude_renderers flash
- #include "TerrainEngine.cginc"
- sampler2D _MainTex;
- struct Input {
- float2 uv_MainTex;
- fixed4 color : COLOR;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
- o.Albedo = c.rgb;
- o.Alpha = c.a * IN.color.a;
- }
- ENDCG
- }
- SubShader {
- Tags {
- "Queue" = "Transparent+200"
- "IgnoreProjector"="True"
- "RenderType"="Grass"
- }
- Cull Off
- LOD 200
- ColorMask RGB
- Pass {
- Tags { "LightMode" = "Vertex" }
- Material {
- Diffuse (1,1,1,1)
- Ambient (1,1,1,1)
- }
- Lighting On
- ColorMaterial AmbientAndDiffuse
- AlphaTest Greater [_Cutoff]
- SetTexture [_MainTex] { combine texture * primary DOUBLE, texture }
- }
- Pass {
- Tags { "LightMode" = "VertexLMRGBM" }
- AlphaTest Greater [_Cutoff]
- BindChannels {
- Bind "Vertex", vertex
- Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
- Bind "texcoord", texcoord1 // main uses 1st uv
- }
- SetTexture [unity_Lightmap] {
- matrix [unity_LightmapMatrix]
- combine texture * texture alpha DOUBLE
- }
- SetTexture [_MainTex] { combine texture * previous QUAD, texture }
- }
- }
- Fallback Off
- }
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